Game Development Community

Torque X 2.0 Feature Questions

by Charles Speer · in Torque X 2D · 05/07/2008 (1:52 pm) · 2 replies

This is posted in the Public Forums, but I'm posting it in the private forums as well:

I was wondering if any one knows if the torque x 3d 2.0 has the following features working.

-Multisampling/anti-aliasing
-Animating collision boxes with a DSQ
-collision meshes for DTS models
-Per polygon collision detection

#1
05/08/2008 (6:58 pm)
It does have poly-soup collision, but only for static DTS models right now (aka world geometry, not players). This is something I'm working on right now, as the shape loader pulls in the collision mesh and there is already a CollisionMeshShape that implements raycast physics for mesh shapes. I'm just trying to hook the two up.

I'll certainly post it here if I manage to get it working.
#2
05/12/2008 (5:39 pm)
Well I have code that can load the collision mesh from the shape and turn that into a triangle list, but it turns out the physics doesn't implement mesh-mesh collision (also known as Convex-convex collision).

I'm looking at GJK or something along those lines but that is getting into the heavy modification area of work; I'm hoping that Garage Games will implement this in the next release of TorqueX and save me a lot of trouble.